#8-06 Reaping What We Sow GM discussion


GM Discussion

4/5

Looking forward to running this tonight.

A few thoughts:

1) I'm disappointed that the PC's actions early on only impact the optional encounter (which many parties will bypass in any case)

what I am referring to specifically:
if the PC's carve any pumpkins they will be part of the Fiery Vengeance optional encounter, however many PC's will bypass this encounter entire

2) I suspect MANY GM's will make mistakes in running this scenario as there are some confusing duplications

specifics:
The Pumpkin Patch encounter specifically is written in a way that implies that there are attackers threatening Feather Seed, however if the PCs fought those already and saved the cleric then they aren't supposed to also be here - but the duplication of the long paragraphs about their treasure as well as their stat blocks with updated tactics make it appear that they are always there - I can imagine many a harried GM assuming it is another encounter

3) I think the last encounter could have used some box text and thus some hint as to how to deal with one of the creatures (especially since doing so is tied to rewards from the scenario)

what I mean:
how are the PC's to guess that they have to bury the hag corpses on consecrated ground to get rid of the haunt entirely?

what have other GM's see in running this (or plan to do in prepping this)

Scarab Sages

About 2)

This is one of those scenarios where you need to read it thru couple of times to know which part to skip and which parts to not skip. I certainly don't recommend anyone to run this without prepping.

About 3)

Spoiler:
It says: "If the PCs do not defeat the skeletons, reduce each PCs’ gold earned by the following amount." I am personally unsure if they need to destroy the haunt permanently to earn the said reward. I'm not sure yet how I am going to run this. I would hate to reduce money if they fail to destroy the haunt, if there is no instructions available how to do it. I guess Bertinard could provide the said info or Feather Seed could instruct them if they succeed communicating with him. I'm not sure yet, I only read this adventure once, since I'm not in hurry yet.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

I'll have to get reading this over the weekend and really start prepping then.

Grand Lodge 4/5 **** Developer

Tuukka Kunto wrote:

About 2)

This is one of those scenarios where you need to read it thru couple of times to know which part to skip and which parts to not skip. I certainly don't recommend anyone to run this without prepping.

About 3)
** spoiler omitted **

3):
The PCs don't have to destroy the haunt to gain the scenario's full reward. With the skeletons destroyed, the haunt has lost most of its ability to influence the world. While it is possible for the PCs to destroy the haunt for good, the scenario doesn't expect that they will.
4/5

So some feedback on the scenario having just run it tonight:

1) it is a rare quick scenario - finished the earliest I have finished in quite some time. I think because of the all of the optional sections depending on what the PC's do this is a scenario that can easily end up with only a few actual combat encounters (and they can be fairly quick ones depending on the party composition)

2) I think the 4 player adjustments actually make many of the encounters too easy - even for a relatively underpowered table playing up they walked away with most of the encounters (my table was a barbarian, a life oracle, a swashbuckler and an Occultist - three level fours and a level 3 Occultist). They handled all of the combats with ease (even with half the party fleeing one encounter the remaining two handled it easily - a case I think of the 4 player adjustment making the encounter far too easy.

3) Overall everyone had fun - we kinda played in the middle between fun and horror (think Evil Dead which I think largely worked

People did appreciate using some skills and languages that they don't always get a chance to use - made the characters in the party (half of my party actually) who could talk to a key character feel pretty good about that.

I think if more scenarios are going to have so many encounters that are likely to be bypassed by many parties a few things - one, avoid the large blocks of duplicated text especially for things like treasure - instead use the extra wordcount to fill in the rollplaying opportunities, add descriptions to more sections or even add an additional encounter. I love most of the flavor of this scenario but it felt short and quick (which is good to have occasionally) and I think having very low CR monsters with one slightly higher CR monster often makes for a fairly trivial combat - I think the encounters were a bit underwhelming.

In a home game I would probably have added a few more environmental effects or added some additional defenses to make a few of the encounters a bit more challenging

one thing my players asked about that the scenario doesn't answer:
where is the former animal companion for the dead druid? The players kinda assumed that the Leshy might have been the Druid's animal companion via some special druid archetype allowing plant companions. I think in a home game I probably would have gone with that and upped the fun or the fear factor accordingly. In any case I think the scenario could have used slightly more variety.

another question that came up and how I handled it:
IF the players rescue the cleric at his home it is very likely that they will ask him about the backstory behind the festival and what happened. I decided to use the box text from the optional encounter follow up to handle this case as it was unlikely they were going to end up getting optional encounter based on how they were proceeding - they were hitting 20+ in survival checks easily and taking 10 were getting 28 diplomacy scores (with aid from other party members). This did lead to the party discussing going straight to wherever the cultists had been burned but in the end the party decided to first trace the trail of the monsters that had attacked them. How would you have handled this?

2/5

I'm running this on 11/9, and I'm putting together a graphic decision tree to help me understand the possible ways that players can go through this scenario depending on their various decisions. I'll post that along with a map for Elm's House (pp. 9-10) at PFSPrep when I'm done.

4/5 5/55/55/55/5

What a fantastic scenario - ran it tonight and everyone thought it was a real little gem!

Some more seasonal adventures like this would be amazing, frankly thins thing was We Be Goblins level of entertainment.

Loved it :)

I did bump against some of the same issues Shannon above has raised.

Per spoiler one - There was no way of knowing for certain, so it was merely 'alluded to', people were happy with that.

Per spoiler two - we had the same question come up and that's similar to how I handled it.

Grand Lodge 5/5

I ran this last night at subtier 1-2 with the 4 player adjustment. They easily bypassed the optional encounters, and we finished in a little under 2-1/2 hours (and that's with me taking the time to describe the festival, have random NPCs interact with them, etc.).

While the atmosphere and festival were good, the combat encounters were extremely disappointing, especially the final one. Having your "boss" as a 5-hp CR 1/2 creature just doesn't cut it in my book. I think my players were surprised after the final fight, thinking it was a prelude to the real final area. It does feel like there should have been a second, tougher fight at the end.

Foreshadowing is only effective if there's a decent payoff for it. No matter how sinister you make the other enemies and events seem, if an average group of PCs can handily defeat the final encounter in 1-2 rounds without breaking a sweat, it's going to leave people unsatisfied.

Were it not for the way-too-easy combats, I'd probably run this one again; as it is, it's going into my vault to be forgotten about.

(BTW with regard to the dead druid Elm--I figure his nature bond was taking the Plant domain, not having an animal companion.)

5/5 5/55/55/5

Entry from the exchange kitsune

Unlit

4/5 5/55/55/55/5

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Cool :)

Silver Crusade 4/5

We had fun playing this the day before Halloween. Very flavorful. Our GM brought a big bag of oranges to pass out at both tables, and have people draw on them to show what we carved. And he brought those little pumpkin shaped candy corns to use as minis when the jack-o-lanterns attacked us.

Definitely agree that this is a very short one, and the fights were way too easy. It didn't help that we had 14 players at two tables, so both were 7 player groups. And our table, at the higher tier, had 4 pets with our 7 PCs (an eidolon and 3 familiars).

Coincidentally, right after playing, I was looking through some books with one of the other players, and we found the Leshy Warden druid archetype, which we assumed was the explanation for the NPC leshy and dead druid in the adventure.

3/5

After Action Report:
Roster: lvl2 witch, lvl1 barbarian, lvl1 ranger, seelah pregen.

Starts with an uneventful briefing, the PC take the masked servants in stride. There is not a knowledge(local):Galt check, I think volunteering some background info as the GM would have helped the players understand some of the themes.

Players get a room at the inn, play the flute and then go carve some pumpkins. Talk to Armeline, but fail the diplomacy check. Players enjoyed mingling with the villagers.

The Cleric asking them to go help the constable broke immersion, need to play up his trusting/pragmatic nature more?

Ranger rocked a 24 survival when checking out Elms body, so I gave him a track to the pumpkin patch, evidence of an ambush, and part of the spiral path. With this info they almost skipped the house... but between my panicked look, the constable's urging that they don't wandering (truth comes out they are still a suspect), and the discussion that it is half an hour back to town and the house is only 50ft away; they decided to check out the house...

They showed up and saved the Cleric. Forget to include the fear aura on the jack-o-lantern, this made the fight end quickly.

Found Feather Seed at the pumpkin patch. Ranger talks Sylvan and aced the know(nature). Feather leads them to the swamp.

Now this is like 1.5hr in and these guys are on the way to the last fight, so I went rebel and allowed them to ambush the Fiery Vengeance monsters on their way to town. forgive me.

They show up in the swamp, kill the skeletons, fail know(religion) to get information about the haunt. New player RP suggests they bury the skeleton; rolls knowledge(religion) and passes, I provide info that if your going to bury them on consecrated ground would be going the extra mile.

Return to town, recruited Armeline with the bonuses and enjoyed the free stay at the inn. There was a light in the Players eyes when the innkeep refunded them their coin.

Still finish early. Almost have time to carve pumpkins in a 4 hr slot.

Scarab Sages

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I ran this higher tier. Here's how it went:

Spoiler:

Everyone knew about Galt more than me as somewhat new gm, so I didn't have to brief them much extra. I usually like to give extra background info about locations anyway.

Funnies part of the scenario was 4 experienced sailors rowing up the river for 10 days to take PCs to village.

I printed some pumpkins on paper and made players draw their carved pumpkins.

They somehow all rolled low on skill checks about clues and didn't notice anything funny and priest died during night because of that.

One player was toying with the idea to escape during night from inn arrest to investigate murder, because he was trying to fill some boon or faction thing. (not sure what it was) But they decided to wait till morning and thus avoided fighting the guards.

After facing pumpkins at field I forgot fear aura as well at first, but made them roll saves middle of fight anyways. They had no trouble speaking to leshy, since they had couple people who knew the language.

One of the party members had ability to make possessed pumpkin their servant and he had his own possessed gourd under his control rest of the scenario.

At the ruins one player made their phantom stealth check to investigate ruins and saw skeletons so I allowed them to make an ambush and surprise round.

They smashed the glowing pumpkin to make consecrated ground under the skeletons and asked if they fulfilled goal to destroy haunt permanently. And I told them they don't notice anything indicating anything like that happening, so I let them roll religion check and they rolled high, so I gave them instructions to bury the bones to destroy it permanently.

Finally at the town after everything happened they finally try recruit Armeline and just barely succeeded with the skill check rolling exact amount needed.

All in all they thought it was somewhat difficult scenario with all the investigation going on and skill checks needed to fullfil goals. Enemies weren't that much of a problem, but they came close losing both prestiges, but still managed to earn both.

5/5 5/55/55/5

One player was toying with the idea to escape during night from inn arrest to investigate murder, because he was trying to fill some boon or faction thing. (not sure what it was) But they decided to wait till morning and thus avoided fighting the guards.

Probably an andoran.

5/5 5/55/55/5

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Reading the scenario i am NOT happy with the dues ex machina of convincing the sherif to let you wander around is the only way to prevent one of the deaths. I know characters that could sneak out the back door with 4 kegs of ale and a full picinic spread before the diplomancer can say "if it please the court..."

Shadow Lodge 5/5

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Shannon Clark wrote:
one thing my players asked about that the scenario doesn't answer

My response to that one...

Spoiler:
My druids don't have animal companions, I pick domains. Why would this druid be any different?

Liberty's Edge

pjrogers wrote:
I'm running this on 11/9, and I'm putting together a graphic decision tree to help me understand the possible ways that players can go through this scenario depending on their various decisions. I'll post that along with a map for Elm's House (pp. 9-10) at PFSPrep when I'm done.

Not if I beat you to it. :)

Dark Archive

Does anyone know why the chronicle sheet lists Oil of Continual Flame at 775gp and not 350gp?

4/5

Ran this last night. The players really enjoyed the story, and the Halloween theme. Was a pity I was not able to run it last weekend.

Unfortunately, most of the players in my local PFS are of the min-maxer type, so they were able to blast through the skill checks quite easily, and the combats were super trivial. We actually finished the whole scenario in just under three hours, including wrap up and extra dialogue I added at the end with Venture-Captain Petalungro.

Grand Lodge 4/5 5/5

ninjad by mr slanky:
This one is easy he is one of those weird druids that take domains instead of animal companions

Dark Archive 4/5 5/5 ****

Ouranou wrote:
Does anyone know why the chronicle sheet lists Oil of Continual Flame at 775gp and not 350gp?

It must be a cleric's version, thus a 3rd level spell. And it need the material components

Dark Archive

Jack Brown wrote:
Ouranou wrote:
Does anyone know why the chronicle sheet lists Oil of Continual Flame at 775gp and not 350gp?
It must be a cleric's version, thus a 3rd level spell. And it need the material components

Unless I am mistaken that would be 800gp.

5/5 5/55/55/5

Ouranou wrote:
Jack Brown wrote:
Ouranou wrote:
Does anyone know why the chronicle sheet lists Oil of Continual Flame at 775gp and not 350gp?
It must be a cleric's version, thus a 3rd level spell. And it need the material components
Unless I am mistaken that would be 800gp.

The cleric likes you and casts it for free?

Shadow Lodge 4/5 5/55/55/55/5 ****

Ran this yesterday (High 4 player). With a Paladin of Shelyn leading the social charge, the PCs made all the right choices, and even taking our time we finished in just over 3 hours.

The only bit that threw me was putting Bertinard's memories/etc. after the Feather Seed encounter - the players were convinced that they had to immediately go hunt for the "source" after befriending Feather Seed (again rather quickly due to a highly social party).

The final combat was a bit brutal for the PCs due to some unlucky tactical choices, but people pitched in to have the Paladin raised from the dead at the hands of the Burning Hag.

Great scenario and fun to GM. Will post a review of it to the product page soon too!

2/5

I'm running this Wed. night, and I think I understand all the possible PC choices and their effects, except for exactly what happens if the PC are put under house arrest and then escape by attacking their guards. It looks like they're somehow supposed to get to Bertinard's house after he's been murdered, but I'm not sure how they know to go there. Any thoughts? Anyone's PCs try this? Mind you, I think it's unlikely things will go this way, but it helps to be prepared.

Liberty's Edge

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I felt that a few sections were a bit laconic, and could use some more extensive prose descriptions. I wrote some, and put them up on pfsprep as prose addenda. The specific sections I wrote were the party's arrival in Rosehaven, Armeline's "harrowing escape", Bertinard's speech to commence Mercylight, and the corpse of Druid Elm.

I have a feeling Palmer ran into page limitations. That's a shame, because the speeches in particular would be a challenge to improvise in a way that really gives a sense of atmosphere. I hope that my addenda will help other GMs to establish a sense of atmosphere, that Rosehaven is a village of people rather than NPCs waiting for the Pathfinders to show up.

Shadow Lodge 4/5 5/55/55/55/5 ****

Nthanda Bahati wrote:
I have a feeling Palmer ran into page limitations. That's a shame, because the speeches in particular would be a challenge to improvise in a way that really gives a sense of atmosphere. I hope that my addenda will help other GMs to establish a sense of atmosphere, that Rosehaven is a village of people rather than NPCs waiting for the Pathfinders to show up.

I had the same reaction after prepping this. I wish I had had your prose addendum when I ran it - very well done!

2/5

I did my decision tree, and it's over at PFSPREP. However, I'm a little uncertain about the timeline of events. Here's what I think is going on:

9:00 am - arrive at Rosehaven, 1 hour before start of festival

10 am - start of festival

11:30 am - group looking for pumpkins returns from Elm's farm

1 pm - Constable and PCs arrive at Elm's farm

If the PCs return to Rosehaven, they should get there around 3 pm

If they go to Bertinard's house, they should get there around 5 pm

7:00 pm - get to Pumpkin Patch if the PCs go there directly from the Bertinard's house

10:00 pm - get to Haunted Mire if the PCs go there directly from the Pumpkin Patch. By this time, they will have been on their feet for 11 hours, so a Forced March check might be in order.

Here's one thing that I'm very unsure about. As I understand the scenario, if the PCs go directly from the Pumpkin Patch to the Haunted Mire and defeat the baddies there, the Fiery Vengeance attack on Rosehaven never takes place. So, the Fiery Vengeance event couldn't occur before 11 pm or so at the earliest.

If the Fiery Vengeance event does take place, the PCs have the option of going to the Haunted Mire immediately, arriving there around 1 am or so, or waiting until daylight.

Does this all seem about right?

Shadow Lodge 5/5

pjrogers wrote:
9:00 am - arrive at Rosehaven, 1 hour before start of festival

For a "horror" scenario I'd adjust that timeline considerably so the majority of the action goes on in the dark.

5/5 5/55/55/5

BigNorseWolf wrote:

Entry from the exchange kitsune

Unlit

LOL... a player playing a kitsune in human form decided to carve "a cartoonish looking kitsune" as their pumpkin...

3/5

MisterSlanky wrote:
pjrogers wrote:
9:00 am - arrive at Rosehaven, 1 hour before start of festival
For a "horror" scenario I'd adjust that timeline considerably so the majority of the action goes on in the dark.

Yes, I assumed the festival started at sunset. Leading to a long frightening night (players achieved maximum skill-checks), returning to the village victorious with the morning sun.

2/5

DM Livgin wrote:
MisterSlanky wrote:
pjrogers wrote:
9:00 am - arrive at Rosehaven, 1 hour before start of festival
For a "horror" scenario I'd adjust that timeline considerably so the majority of the action goes on in the dark.
Yes, I assumed the festival started at sunset. Leading to a long frightening night (players achieved maximum skill-checks), returning to the village victorious with the morning sun.

For what it's worth, VC Petulengro tells the PCs that they'll "arrive in Rosehaven in the morning of the first day of the festival" (p. 4.) And the festival starts one hour after the PCs arrive (p. 5).

I too like the idea of everything taking place at night. Did other folks do this when GMing?

Shadow Lodge 5/5

pjrogers wrote:

For what it's worth, VC Petulengro tells the PCs that they'll "arrive in Rosehaven in the morning of the first day of the festival" (p. 4.) And the festival starts one hour after the PCs arrive (p. 5).

I too like the idea of everything taking place at night. Did other folks do this when GMing?

Well technically 11:59 is still morning which for your schedule puts Bertrand's house at 8.

Shadow Lodge 4/5 5/55/55/55/5 ****

It's hidden in there -

Page 12 wrote:


Bertinard is engaging in extended evening prayers after the day’s events, but he welcomes the PCs into his home.

Setting the start of the festival at Noon (with the PCs arriving around 11am) might help line things up with your timetable?

Grand Lodge 4/5

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TMW the halfling on your table carves his pumpkin into a scary mask, cuts the bottom out, and wears it like a mask for the rest of the scenario...

How do you NOT arrest them? Mine made the checks in the house and I still arrested them, because the rumors specifically state that they'd seen a pumpkin headed halfling running around.

(I let the mix-up come to light in time to save the priest. Don't worry.)

A good scenario, but I wish more of the story would come out. It felt like, because my players did well, they missed out on half of the stuff going on. And the priest holding a town meeting without them... There was plenty of great stuff in the scenario, but sometimes felt like the PCs did not get to hear it.

5/5

If I am reading the Scenario right the only way to get the 2nd PP is to impress featherseed?
Failing to impress featherseed -> go to fiery vengeance -> lose 2nd pp.
Is this correct?

Silver Crusade 4/5 5/55/55/5

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Following up on a session I GMed a little while ago.

I ran the session the way, it turns out, that progers also felt it should--as per his decision tree. When my PCs didn't make the early checks and didn't want to talk themselves out of house arrest, bad stuff happened. (Fiery Vengeance!)

The GM running the other table made a pretty coherent argument that this is not how the author intended things to be run, though. On page 11, there is text reading:

Quote:
Skip the Attack on Bertinard’s Home encounter below, and move to The Second Murder encounter on page 14. If they allow themselves to be arrested, skip to the Fiery Vengeance encounter on page 17, at which point the constable releases them, observing that no matter the Pathfinders’ crimes, nobody deserves to die during the terrible attack.

I read this as indicating that if the PCs are either house arrested or attack the guards and are arrested and consigned to jail, you move to Fiery Vengeance. That's also how the excellent flowchart reads. My compatriot argues that by "Arrested" the author instead meant that only if the PCs fight the guards and are sent to jail should you go straight to burnination.

I think that's a reasonable interpretation now that he's mentioned it, but it wasn't at all how I read the scenario, and it looks like I'm not alone.


I'm going to run this game Saturday and I think I've got everything ready. Since it's not a true PFS game, but just a piece inserted in a home-brew, I took the liberty to make that last encounter a little more challenging. I've got my decision-tree, time table and all. I'm feeling pretty confident.

There's one thing I don't understand, however. Is that haunt supposed to be persistent? I've been reading the haunt rules over and over again and I still can't wrap my head around it. I'm assuming if it's not persistent, it means only characters within the 10' radius at the beginning of the effect will be affected, right? Or is it only the character in the area when it's triggered? Either way, other people approaching in the next round wouldn't need to save against it. If that's the case, if a player gets out of the range of the haunt, does the effect on them end, or do they still have to go through the whole minute of illusory flames and debuffs? I have my own interpretation, but I'd rather be sure and avoid an argument with players.


Does anyone know how the whisperwort fits into this scenario? What is causing the whisperwort to grow?

Are the jack-o’-lantern/POSSESSED GOURDS leaving the whisperwort? Why is the whisperwort going to Bertinards house in a spiral around the city?

Silver Crusade 4/5 5/55/55/5

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
arioreo wrote:

Does anyone know how the whisperwort fits into this scenario? What is causing the whisperwort to grow?

Are the jack-o’-lantern/POSSESSED GOURDS leaving the whisperwort? Why is the whisperwort going to Bertinards house in a spiral around the city?

Fairy Circle syndrome? Plants grow in strange patterns that are obviously significant!

There's probably an army of resolute termites building Spirals of Korada underground and the plants just follow them. But I don't think that answer helps the PCs.

(Really, there's something emanating from the center of the spiral that is somehow twisting the whisperwort into shape, almost as if it is growing along a leyline-like effect or something.)

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